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Player Guide · Cyberpunk RED

PLAYER GUIDE

A quick-start reference for playing Cyberpunk RED at our table. It covers the rules that differ from Dungeons & Dragons, the core mechanics you'll use each session, and a complete walkthrough for building your first character in the Cyberpunk RED Companion App.

You play: a street mercenary Setting: Night City, 207X Core die: 1d10 Tone: gritty & lethal

Overview

You play an edgerunner: a cybernetically enhanced mercenary who takes high-risk, frequently illegal jobs in Night City, a megacity controlled by corporations. You operate as part of a crew. The tone is gritty, high-tech, and dangerous.

The setting is built on three stated design principles. They're worth knowing because the GM uses them to interpret the rules and reward play:

Style Over Substance

How an action is performed matters as much as whether it succeeds. Describing your actions in detail is encouraged and is sometimes rewarded mechanically.

Attitude Is Everything

Characters and NPCs project confidence. Bravado is treated as a practical tool and shapes how scenes resolve.

Live On The Edge

The game assumes characters take risks for money, reputation, or principle. Cautious play is viable but rarely drives the story forward.

Key Differences from D&D

If you've played D&D, most of your instincts carry over. These are the differences that matter most:

In D&DIn CyberpunkWhat to know
Roll a d20Roll 1d10A natural 10 "explodes" (roll again, add); a natural 1 "implodes" (roll again, subtract). Results can swing at the extremes.
d20 + modifiers vs. a DCSTAT + Skill + 1d10 vs. a DVA single formula covers every check and attack. Your sheet pre-adds STAT + Skill as a "BASE," so you add only the d10 in play.
Meeting the DC succeedsYou must exceed the DVMatching the number is a failure; ties go to the defender.
Class & levelRole (no leveling in this campaign)Your Role is the equivalent of a class. Characters do not gain levels during this adventure.
Armor makes you harder to hit (AC)Armor reduces damage (SP)Hits always land. Armor subtracts from the damage and loses 1 point of SP each time it's penetrated.
High HP, easy healingLow HP, lethal, slow healingThere are no healing spells. Cover and positioning are central to survival.
Re-roll initiative each combatREF + 1d10, fixed orderRoll once at the start of combat; the turn order stays fixed for the whole fight.
Action + bonus action + reaction1 Move + 1 ActionSimpler economy. Some weapons allow two attacks in one Action (ROF2).
SpellsCyberware, weapons, quickhacksThere is no magic. Capabilities come from gear and implants; Netrunners use quickhacks.
Gold is mostly flavorEddies (€$) drive powerMoney buys gear and cyberware, which largely determine effectiveness. Track it.
Three failed death saves to dieOne failed Death Save to dieReaching 0 HP is a serious emergency, not a buffer.
Practical takeaway for D&D players Because hits always connect and HP is limited, standing in the open is dangerous. Effective play emphasizes using cover, concentrating fire with your crew, spending Luck on important rolls, and resolving conflicts through conversation when possible.

The Core Mechanic

Core resolution

STAT + Skill + 1d10  >  the target number (DV)

Add the relevant STAT and Skill to a 1d10 roll and compare the total to a DV set by the GM. If your total is higher, you succeed. Your sheet lists a precalculated BASE (STAT + Skill) for each skill, so in play you roll the d10 and add the BASE.

Your Turn in Combat

On your turn you take one Move and one Action. You move up to MOVE × 2 meters (or MOVE in squares), and you may split the movement around your action (move, act, move).

To do thisRollAgainst
Fire a gunREF + Weapon Skill + 1d10A DV set by range (the GM has the table). The target does not roll; you beat the number.
Attack with a melee weaponDEX + Melee + 1d10The target's DEX + Evasion + 1d10 (they roll to evade).
Punch or grappleDEX + Brawling + 1d10The target's DEX + Evasion + 1d10.
Anything elseUse a Skill or Object, Reload, Get Up, Stabilize an ally, Hold your action for a trigger, etc.

On a hit, roll the weapon's damage dice, the target subtracts their armor SP, and the remainder is applied to their HP. Common terms:

ROF2: two attacks in one Action (you can move between them) Aimed Shot: -8 to hit the head; x2 damage on a hit Autofire: spray one target; variable damage; uses 10 rounds Cover: reduces exposure to enemy fire
How cover works You are in cover only when fully behind something a bullet cannot pass through and the enemy cannot see you. To attack, you lean out and are exposed until your action resolves, then you can return to cover. Treating cover as your default position significantly improves survival.
Live combat screen During fights your GM may put up a Player View: a read-only board showing the turn order, whose turn it is, and roughly how everyone is holding up. Your GM can also share the current battle map there. Ask for the link and follow it on your phone. It only shows what you're meant to know (you won't see enemies' exact HP or secrets), so use it to plan your turn before it comes around.

Damage & Death

As HP decreases, a character passes through Wound States:

Lightly Wounded (above half HP)No penalty.
Seriously Wounded (half HP or below)-2 to all checks.
Mortally Wounded (0 HP)-4 to all checks, reduced movement, and Death Saves begin.
Death Saves At 0 HP, at the start of each turn the character rolls 1d10 and must roll under their BODY stat to keep acting. Rolling equal to or above BODY (or a natural 10) is a failure, and a single failed Death Save is fatal. The penalty increases each turn the character remains down. Stabilizing a downed character (a First Aid or Paramedic action) stops the Death Saves and should be the crew's priority whenever someone goes down.

Healing is slow: characters recover HP through rest or a Medtech's treatment. There are no instant heals. The GM will indicate when there is time to recover.

Common Slang

Terms you'll encounter in the books and in play:

TermMeaningTermMeaning
Choom / choombaFriendEddies (€$)Money (eurodollars)
GonkFool; a low-level enemyChromeCyberware / implants
PreemPremium; high qualityNovaExcellent
FlatlineTo kill or be killedRipperdocCybernetic surgeon
CorpoCorporate employeeFixerBroker who arranges jobs
WetworkContract killingDelta (to delta)To leave quickly
Input/outputA romantic partnerThe EdgeThe mercenary lifestyle
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Character Creation: The 10 Roles

Your Role is the equivalent of a class and grants a unique Role Ability. Choose the one that matches how you want to play. For the smoothest game, avoid duplicating Roles so that each player has a distinct area of expertise.

RoleFunctionRole Ability (summary)
SoloCombat specialistCombat Awareness: bonuses that make the Solo the most effective character in a firefight.
NetrunnerHackerInterface: connect to enemies and devices to run quickhacks on their cyberware and the environment.
TechEngineerMaker: build, upgrade, and repair gear and cyberware.
MedtechField medicMedicine: treat wounds and Critical Injuries; the crew's healer.
FixerBrokerOperator: source rare gear, negotiate better prices, and maintain contacts.
NomadDriverMoto: vehicles and family ties; the Nomad is the crew's driver and usually owns its vehicle.
Rockerboy/girlPerformerCharismatic Impact: influence crowds and rally allies through performance.
MediaJournalistCredibility: investigate and get people to talk and believe you.
ExecCorporate operatorTeamwork: command corporate resources and backup.
LawmanEnforcerBackup: draw on authority and reinforcements.
Suggested Roles for new players For straightforward combat, choose Solo. For a hacker (the closest analog to a spellcaster), choose Netrunner. To focus on keeping the crew alive, choose Medtech. For social and logistics play, choose Fixer. For vehicles and a more grounded role, choose Nomad.

The Companion App

The official Cyberpunk RED Companion App builds and stores characters, performs the calculations, rolls dice, and tracks gear during play. It is the most convenient way to create a first character.

Cost: Free (optional $5 unlocks all content) Platforms: iPhone/iPad & Android Publisher: R. Talsorian (official) Search: "Cyberpunk Red Companion"
Choose a creation method first The app offers three methods. Select one based on how much customization you want:
  • Pregen / Template: start from a ready-made character and adjust. Fastest option; suitable for a first session.
  • Edgerunner (recommended): choose a Role, receive a starter kit, and make a limited set of meaningful choices. A balance of speed and customization.
  • Complete Package: build everything from scratch with full point-buy. The most flexible and the most time-consuming; better suited to a second character.
Important: the free Neuroport This adventure uses the 207X era, in which a Neuroport (the basic neural implant) is free at character creation, costs 0 Humanity, and is required before installing most other cyberware. Always select the free Neuroport, and do not spend eddies on it. Confirm with your GM if uncertain.

Creation, Step by Step

  1. Create a new character and choose a method

    In the app, create a new character and select Edgerunner (recommended) or a Pregen template for the fastest start. The app then guides you through the remaining steps.
  2. Choose your Role

    Select one of the ten Roles. This is the most significant choice: it determines your special ability and indicates which stats to prioritize. The app sets your Role Ability to Rank 4 automatically. See the stat-priority table below.
  3. Complete your Lifepath

    The Lifepath is a set of tables covering your origin, personality, style, values, relationships, and a defining event. You can roll randomly or choose results. Complete both the general Lifepath and the Role-specific one.
    Do this with the groupGenerating Lifepaths together helps you identify existing connections between characters, which makes the crew feel coherent from the start.
  4. Assign your STATS

    Distribute your ten stats (range 2 to 8 at creation; 4 to 5 is average for an ordinary person). The app displays your remaining points. Prioritize the stats your Role uses (table below), keep BODY high enough to survive damage, and avoid a low REF, since it governs both initiative and ranged attacks. What each stat does:
    StatFunctionStatFunction
    INTAwareness and most knowledge skillsWILLDetermination; resisting fear and hacks; HP
    REFRanged attacks and initiativeLUCKSize of your Luck Point pool
    DEXMelee, brawling, evasion, athleticsMOVEDistance moved per turn
    TECHRepair, tech use, first aidBODYDamage, HP, melee power, and Death Save
    COOLComposure, intimidation, persuasion, FacedownsEMPEmpathy and reading people; sets Humanity
  5. Review your derived stats

    The app calculates these automatically. What they mean:
    StatMeaning
    HPHealth, derived from BODY and WILL. At 0 HP you are Mortally Wounded.
    Seriously WoundedHalf your HP, the threshold for the -2 penalty.
    Death SaveEqual to BODY. At 0 HP you roll under this each turn to survive.
    HumanityEMP × 10. Cyberware reduces it; very low Humanity risks cyberpsychosis.
    Luck PoolEqual to LUCK. Spend for +1 bonuses; refreshes each session.
  6. Assign your Skills

    The app provides the basic "everyman" skills and flags required ones. Ensure you have at least a couple of levels in the core survival skills (Athletics, Brawling, Concentration, Conversation, Evasion, Perception, and Education), then invest your higher values in your Role's key skills:
    • Solo: Handgun / Shoulder Arms / Autofire, Evasion, Athletics
    • Netrunner: Interface (primary), Electronics/Security Tech, Perception
    • Medtech: First Aid, Paramedic, later Surgery; Conversation
    • Tech: Electronics/Security Tech, Cybertech, Basic Tech
    • Fixer: Persuasion, Trading, Streetwise, Conversation
    • Nomad: Drive Land Vehicle, Handgun, Athletics
  7. Buy gear, weapons, and armor

    Your method provides a gear package plus starting money (the Edgerunner/Template path gives a kit plus roughly €$500; Complete Package gives roughly €$2,550). Priorities for a first character:
    • A weapon matching a skill you invested in. A Handgun is a reliable default; a Shotgun or Assault Rifle deals more damage at close range.
    • The best body armor (SP) you can afford. This is the main factor in surviving fights.
    • A few useful items (medkit, agent/phone, spare ammunition, possibly a grenade). Spend your full allotment; unspent starting money is typically lost.
  8. Install cyberware

    Cyberware improves capabilities, but each implant reduces Humanity. For a first character, keep it limited:
    • Take the free Neuroport (see above). It functions as your phone and HUD and enables other cyberware.
    • Add one or two implants suited to your Role (for example, Cybereyes for a marksman or a Cyberarm for a melee fighter). Avoid reducing Humanity to zero.
    • If unsure, ask your GM which options suit the campaign's tone.
  9. Set name, look, and review

    Choose a Handle (street name) and an appearance (your Lifepath suggests a style). Review the finished sheet; the app shows each skill's BASE, which is the number you add to your d10 in play. Then save the character and export or share it with your GM.
Note A clear concept, an adequate BODY, and a weapon you're skilled with are enough for an effective first character. You can refine the build after a session of play.

Stat Priorities by Role

RoleHighest statsDon't neglect
SoloREF, BODY, DEXCOOL, WILL
NetrunnerINT, REFTECH, WILL, BODY
TechTECH, INTREF, BODY
MedtechTECH, INTEMP, REF, BODY
FixerCOOL, INTEMP, REF, BODY
NomadREF, TECHBODY, INT
Rockerboy/girlCOOL, EMPWILL, REF, BODY
MediaINT, COOLEMP, REF
ExecCOOL, INTEMP, TECH, BODY
LawmanREF, COOLBODY, WILL, INT

General guidance: keep BODY at 5 or higher if possible (it sets both HP and your Death Save), and avoid a low REF, which drives initiative and ranged attacks for every Role.

Condensed Steps

Condensed version
  1. In the app: New Character, then Edgerunner (or select a Pregen).
  2. Choose a Role (Solo is the simplest to play).
  3. Roll your Lifepath, or choose results.
  4. Place your two highest stats per your Role's priorities; keep BODY at 5 or higher.
  5. Accept the suggested skills and starter gear; take the free Neuroport.
  6. Name the character, save, and send it to your GM.

First-Session Tips

Use cover

Standing in the open is dangerous. Move between cover, attack, and return to cover.

Spend Luck

Luck Points refresh each session. Spend them on close or important rolls rather than holding them indefinitely.

Describe your actions

Specific, detailed descriptions are encouraged and can earn mechanical benefits under the Style Over Substance principle.

Work as a crew

Concentrate fire, protect support characters (Netrunner and Medtech), and stabilize downed allies quickly.

Consider talking first

Many encounters can be resolved without combat. A Facedown (COOL + 1d10) can settle a standoff without violence.

Use your Lifepath

Playing your character's background, relationships, and values tends to produce the most memorable moments.

Quick Reference

Core numbers

Any checkSTAT + Skill + 1d10 > DV
Natural 10 / 1roll again, add / subtract (once)
No skillSTAT + 1d10
Luck+1 per point; refreshes each session
Your turn1 Move (MOVE×2 m) + 1 Action
InitiativeREF + 1d10 (rolled once)
Ranged attackREF + Gun Skill + 1d10 vs. range DV
Melee / BrawlDEX + Skill + 1d10 vs. DEX + Evasion
Aimed shot-8 to hit head, x2 damage

Taking damage

Lightly Woundedno penalty
Seriously Wounded (half HP or less)-2 to all
Mortally Wounded (0 HP)-4 to all, Death Saves
Death Save1d10 under BODY = survive; 1 fail = death
Armorsubtracts SP; loses 1 SP when penetrated
FacedownCOOL + 1d10; loser backs down or takes -2
SummaryUse cover, spend Luck on key rolls, and coordinate with your crew.

Get the official Cyberpunk RED Companion App (search "Cyberpunk Red Companion" in your app store):

Character-creation details were cross-checked against the official Cyberpunk RED creation rules. The Companion App is published by R. Talsorian Games; this guide is an unofficial fan reference for home use. Rules are summarized from the official Cyberpunk RED rules (R. Talsorian Games).

// PLAYER_GUIDE · NIGHT_CITY · unofficial fan reference //